/*
* Copyright (c) 2011 Erin Catto http://box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

#include <Box2D/Common/b2Math.h>

/// Color for debug drawing. Each value has the range [0,1].
struct b2Color
{
    b2Color() {}
    b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {}
    void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
    float32 r, g, b;
};

/// Implement and register this class with a b2World to provide debug drawing of physics
/// entities in your game.
class b2Draw
{
public:
    b2Draw();

    virtual ~b2Draw() {}

    enum
    {
        e_shapeBit                = 0x0001,    ///< draw shapes
        e_jointBit                = 0x0002,    ///< draw joint connections
        e_aabbBit                = 0x0004,    ///< draw axis aligned bounding boxes
        e_pairBit                = 0x0008,    ///< draw broad-phase pairs
        e_centerOfMassBit        = 0x0010    ///< draw center of mass frame
    };

    /// Set the drawing flags.
    void SetFlags(uint32 flags);

    /// Get the drawing flags.
    uint32 GetFlags() const;
    
    /// Append flags to the current flags.
    void AppendFlags(uint32 flags);

    /// Clear flags from the current flags.
    void ClearFlags(uint32 flags);

    /// Draw a closed polygon provided in CCW order.
    virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;

    /// Draw a solid closed polygon provided in CCW order.
    virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;

    /// Draw a circle.
    virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0;
    
    /// Draw a solid circle.
    virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0;
    
    /// Draw a line segment.
    virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;

    /// Draw a transform. Choose your own length scale.
    /// @param xf a transform.
    virtual void DrawTransform(const b2Transform& xf) = 0;

protected:
    uint32 m_drawFlags;
};
